Fix ActorPreviewWidget viewport manipulation.
This commit is contained in:
155
OpenRA.Mods.Common/Graphics/UIModelRenderable.cs
Normal file
155
OpenRA.Mods.Common/Graphics/UIModelRenderable.cs
Normal file
@@ -0,0 +1,155 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2019 The OpenRA Developers (see AUTHORS)
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation, either version 3 of
|
||||
* the License, or (at your option) any later version. For more
|
||||
* information, see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using OpenRA.Graphics;
|
||||
using OpenRA.Primitives;
|
||||
|
||||
namespace OpenRA.Mods.Common.Graphics
|
||||
{
|
||||
public struct UIModelRenderable : IRenderable
|
||||
{
|
||||
readonly IEnumerable<ModelAnimation> models;
|
||||
readonly WPos effectiveWorldPos;
|
||||
readonly int2 screenPos;
|
||||
readonly int zOffset;
|
||||
readonly WRot camera;
|
||||
readonly WRot lightSource;
|
||||
readonly float[] lightAmbientColor;
|
||||
readonly float[] lightDiffuseColor;
|
||||
readonly PaletteReference palette;
|
||||
readonly PaletteReference normalsPalette;
|
||||
readonly PaletteReference shadowPalette;
|
||||
readonly float scale;
|
||||
|
||||
public UIModelRenderable(
|
||||
IEnumerable<ModelAnimation> models, WPos effectiveWorldPos, int2 screenPos, int zOffset,
|
||||
WRot camera, float scale, WRot lightSource, float[] lightAmbientColor, float[] lightDiffuseColor,
|
||||
PaletteReference color, PaletteReference normals, PaletteReference shadow)
|
||||
{
|
||||
this.models = models;
|
||||
this.effectiveWorldPos = effectiveWorldPos;
|
||||
this.screenPos = screenPos;
|
||||
this.zOffset = zOffset;
|
||||
this.scale = scale;
|
||||
this.camera = camera;
|
||||
this.lightSource = lightSource;
|
||||
this.lightAmbientColor = lightAmbientColor;
|
||||
this.lightDiffuseColor = lightDiffuseColor;
|
||||
palette = color;
|
||||
normalsPalette = normals;
|
||||
shadowPalette = shadow;
|
||||
}
|
||||
|
||||
public WPos Pos { get { return effectiveWorldPos; } }
|
||||
public PaletteReference Palette { get { return palette; } }
|
||||
public int ZOffset { get { return zOffset; } }
|
||||
public bool IsDecoration { get { return false; } }
|
||||
|
||||
public IRenderable WithPalette(PaletteReference newPalette)
|
||||
{
|
||||
return new UIModelRenderable(
|
||||
models, effectiveWorldPos, screenPos, zOffset, camera, scale,
|
||||
lightSource, lightAmbientColor, lightDiffuseColor,
|
||||
newPalette, normalsPalette, shadowPalette);
|
||||
}
|
||||
|
||||
public IRenderable WithZOffset(int newOffset) { return this; }
|
||||
public IRenderable OffsetBy(WVec vec) { return this; }
|
||||
public IRenderable AsDecoration() { return this; }
|
||||
|
||||
static readonly float[] GroundNormal = { 0, 0, 1, 1 };
|
||||
public IFinalizedRenderable PrepareRender(WorldRenderer wr)
|
||||
{
|
||||
return new FinalizedUIModelRenderable(wr, this);
|
||||
}
|
||||
|
||||
struct FinalizedUIModelRenderable : IFinalizedRenderable
|
||||
{
|
||||
readonly UIModelRenderable model;
|
||||
readonly ModelRenderProxy renderProxy;
|
||||
|
||||
public FinalizedUIModelRenderable(WorldRenderer wr, UIModelRenderable model)
|
||||
{
|
||||
this.model = model;
|
||||
var draw = model.models.Where(v => v.IsVisible);
|
||||
|
||||
renderProxy = Game.Renderer.WorldModelRenderer.RenderAsync(
|
||||
wr, draw, model.camera, model.scale, GroundNormal, model.lightSource,
|
||||
model.lightAmbientColor, model.lightDiffuseColor,
|
||||
model.palette, model.normalsPalette, model.shadowPalette);
|
||||
}
|
||||
|
||||
public void Render(WorldRenderer wr)
|
||||
{
|
||||
var pxOrigin = model.screenPos;
|
||||
var psb = renderProxy.ProjectedShadowBounds;
|
||||
var sa = pxOrigin + psb[0];
|
||||
var sb = pxOrigin + psb[2];
|
||||
var sc = pxOrigin + psb[1];
|
||||
var sd = pxOrigin + psb[3];
|
||||
Game.Renderer.RgbaSpriteRenderer.DrawSprite(renderProxy.ShadowSprite, sa, sb, sc, sd);
|
||||
Game.Renderer.RgbaSpriteRenderer.DrawSprite(renderProxy.Sprite, pxOrigin - 0.5f * renderProxy.Sprite.Size);
|
||||
}
|
||||
|
||||
public void RenderDebugGeometry(WorldRenderer wr) { }
|
||||
|
||||
public Rectangle ScreenBounds(WorldRenderer wr)
|
||||
{
|
||||
return Screen3DBounds(wr).First;
|
||||
}
|
||||
|
||||
static readonly uint[] CornerXIndex = { 0, 0, 0, 0, 3, 3, 3, 3 };
|
||||
static readonly uint[] CornerYIndex = { 1, 1, 4, 4, 1, 1, 4, 4 };
|
||||
static readonly uint[] CornerZIndex = { 2, 5, 2, 5, 2, 5, 2, 5 };
|
||||
Pair<Rectangle, float2> Screen3DBounds(WorldRenderer wr)
|
||||
{
|
||||
var pxOrigin = model.screenPos;
|
||||
var draw = model.models.Where(v => v.IsVisible);
|
||||
var scaleTransform = OpenRA.Graphics.Util.ScaleMatrix(model.scale, model.scale, model.scale);
|
||||
var cameraTransform = OpenRA.Graphics.Util.MakeFloatMatrix(model.camera.AsMatrix());
|
||||
|
||||
var minX = float.MaxValue;
|
||||
var minY = float.MaxValue;
|
||||
var minZ = float.MaxValue;
|
||||
var maxX = float.MinValue;
|
||||
var maxY = float.MinValue;
|
||||
var maxZ = float.MinValue;
|
||||
|
||||
foreach (var v in draw)
|
||||
{
|
||||
var bounds = v.Model.Bounds(v.FrameFunc());
|
||||
var worldTransform = v.RotationFunc().Reverse().Aggregate(scaleTransform,
|
||||
(x, y) => OpenRA.Graphics.Util.MatrixMultiply(x, OpenRA.Graphics.Util.MakeFloatMatrix(y.AsMatrix())));
|
||||
|
||||
var pxPos = pxOrigin + wr.ScreenVectorComponents(v.OffsetFunc());
|
||||
var screenTransform = OpenRA.Graphics.Util.MatrixMultiply(cameraTransform, worldTransform);
|
||||
|
||||
for (var i = 0; i < 8; i++)
|
||||
{
|
||||
var vec = new float[] { bounds[CornerXIndex[i]], bounds[CornerYIndex[i]], bounds[CornerZIndex[i]], 1 };
|
||||
var screen = OpenRA.Graphics.Util.MatrixVectorMultiply(screenTransform, vec);
|
||||
minX = Math.Min(minX, pxPos.X + screen[0]);
|
||||
minY = Math.Min(minY, pxPos.Y + screen[1]);
|
||||
minZ = Math.Min(minZ, pxPos.Z + screen[2]);
|
||||
maxX = Math.Max(maxX, pxPos.X + screen[0]);
|
||||
maxY = Math.Max(maxY, pxPos.Y + screen[1]);
|
||||
maxZ = Math.Max(minZ, pxPos.Z + screen[2]);
|
||||
}
|
||||
}
|
||||
|
||||
return Pair.New(Rectangle.FromLTRB((int)minX, (int)minY, (int)maxX, (int)maxY), new float2(minZ, maxZ));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user